extends Node class_name Game ## The name to be given to the player controlled by the local peer. var local_player_name: String ## The color to be given to the player controlled by the local peer. var local_player_color: Color ## The [PeerNodeDirectory] instance child of this node. @export var peer_dir: PeerNodeDirectory = null ## The [PlayerNodeDirectory] instance child of this node. @export var player_dir: PlayerNodeDirectory = null ## The [PhaseTracker] instance child of this node. @export var phase_tracker: PhaseTracker = null ## The [LevelManager] instance child of this node. @export var level_manager: LevelManager = null ## Initialize some signals needed by this node to function properly. func init_signals() -> void: multiplayer.connected_to_server.connect(_on_multiplayer_connected_to_server) multiplayer.server_disconnected.connect(_on_multiplayer_disconnected_from_server) multiplayer.connection_failed.connect(_on_multiplayer_connection_failed) multiplayer.peer_connected.connect(_on_multiplayer_peer_connected) multiplayer.peer_disconnected.connect(_on_multiplayer_peer_disconnected) func _on_multiplayer_connected_to_server() -> void: Log.peer(self, "Connected to server!") func _on_multiplayer_disconnected_from_server() -> void: Log.peer(self, "Disconnected from server.") func _on_multiplayer_connection_failed() -> void: Log.peer(self, "Connection failed...") func _on_multiplayer_peer_connected(peer_id: int) -> void: Log.peer(self, "Peer connected: %d" % peer_id) if multiplayer.is_server(): for peernode in peer_dir.get_children(): peer_dir.rpc_create_peernode.rpc_id(peer_id, peernode.get_multiplayer_authority()) for playernode in player_dir.get_children(): player_dir.rpc_possess_playernode.rpc_id(peer_id, playernode.player_name, playernode.get_multiplayer_authority()) playernode.rpc_query_name.rpc_id(playernode.get_multiplayer_authority()) playernode.rpc_query_color.rpc_id(playernode.get_multiplayer_authority()) playernode.rpc_query_scores.rpc_id(playernode.get_multiplayer_authority()) peer_dir.rpc_create_peernode.rpc(peer_id) phase_tracker.rpc_set_phase.rpc_id(peer_id, phase_tracker.phase) func _on_multiplayer_peer_disconnected(peer_id: int) -> void: Log.peer(self, "Peer disconnected: %d" % peer_id) if multiplayer.is_server(): for playernode in player_dir.get_children(): if playernode.get_multiplayer_authority() == peer_id: player_dir.rpc_possess_playernode.rpc(playernode.player_name, 1) peer_dir.rpc_destroy_peernode.rpc(peer_id) func _on_peerdir_peernode_created(peernode: PeerNode) -> void: Log.peer(self, "Peernode created: %d" % peernode.get_multiplayer_authority()) if peernode.is_multiplayer_authority(): peernode.rpc_identify.rpc(local_player_name) func _on_peerdir_peernode_destroyed(peernode: PeerNode) -> void: Log.peer(self, "Peernode destroyed: %d" % peernode.get_multiplayer_authority()) func _on_peerdir_peernode_identified(player_name: String, peernode: PeerNode) -> void: Log.peer(self, "Peernode identified: %d → %s" % [peernode.get_multiplayer_authority(), player_name]) player_dir.rpc_possess_playernode.rpc(player_name, peernode.get_multiplayer_authority()) func _on_playerdir_playernode_created(playernode: PlayerNode) -> void: Log.peer(self, "Playernode `%s` created" % playernode.player_name) func _on_playerdir_playernode_destroyed(playernode: PlayerNode) -> void: Log.peer(self, "Playernode `%s` destroyed" % playernode.player_name) func _on_playerdir_playernode_name_changed(old: String, new: String, playernode: PlayerNode) -> void: Log.peer(self, "Playernode `%s` changed name: %s (was %s)" % [playernode.player_name, new, old]) func _on_playerdir_playernode_color_changed(old: Color, new: Color, playernode: PlayerNode) -> void: Log.peer(self, "Playernode `%s` changed color: %s (was %s)" % [playernode.player_name, new, old]) func _on_playerdir_playernode_score_reported(strokes: int, playernode: PlayerNode) -> void: Log.peer(self, "Playernode `%s` reported score: %d" % [playernode.player_name, strokes]) func _on_playerdir_playernode_scores_changed(old: Array, new: Array, playernode: PlayerNode) -> void: Log.peer(self, "Playernode `%s` changed scores: %s (was %s)" % [playernode.player_name, new, old]) func _on_playerdir_playernode_possessed(old: int, new: int, playernode: PlayerNode) -> void: Log.peer(self, "Playernode `%s` possessed: %d (was %d)" % [playernode.player_name, new, old]) if playernode.is_multiplayer_authority() and not multiplayer.is_server(): playernode.rpc_set_name.rpc(local_player_name) playernode.rpc_set_color.rpc(local_player_color) func _on_main_start_confirmed() -> void: if multiplayer.is_server(): phase_tracker.rpc_set_phase.rpc(PhaseTracker.Phase.PLAYING) level_manager.rpc_next_level.rpc() func _on_level_manager_playlist_complete(_playlist: LevelPlaylist) -> void: if multiplayer.is_server(): phase_tracker.rpc_set_phase.rpc(PhaseTracker.Phase.ENDED)